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    Dust to DustDust to Dust is a supplement for Ashes to Ashes, and continues the story of the World - a devastated fantasy realm run from the shadows by hidden demons and their mortal pawns, and divided by the Seven Deadly Sins. Dust to Dust describes the lands of the Western Isles (plagued by sloth) and Takuk (overcome by gluttony), each written as a campaign arc to provide discrete adventure opportunities.

    Additional gear, an additional Organization, new rules for addiction and despair, and an epic, World-spanning scenario, "It's Not A Lie, As Long As You Believe That It's True", round out the collection. By Jeff Moeller, aka neorxnawang from the forum. Around 100 pages. The manuscript was submitted to Chaosium March 2010.

    The LaundryCubicle 7 Entertainment is producing a roleplaying game based on the award-winning Laundry series (The Atrocity Archives, The Jennifer Morgue, and the forthcoming The Fuller Memorandum) by Charles Stross, using the Basic Roleplaying System. The world of the The Laundry is a perfect mix of espionage, conspiracy and tentacled menace from beyond the stars. The Laundry is a branch of the British secret service, tasked to prevent hideous alien gods from wiping out all life on Earth. Players take the part of Laundry agents, cleaning up the mess after things go wrong or, sometimes, even managing to prevent the manifestation of ultimate evil. Agents have access to the best equipment they can get their superiors to approve, from Basilisk Guns to portable containment grids to a PDA loaded up with Category A countermeasure invocations.

    The Laundry RPG is a self-contained rulebook and will be supported by a number of sourcebooks and adventure campaigns. The game is due to be released in July 2010. The authors are Gareth Hanrahan, Jason Durall and John Snead.

    GrimoireThe Grimoir is a tome of magic to supplement and expand the various magic systems for Basic Roleplaying. Within the pages of this tome are the formulas for a plethora of new spells to satisfy your most voracious spell-slingers...

    The Magic system have new spells to master, a guide to convert spells from other BRP power systems to Magic, and new rules that allow master magicians and archmages to manipulate magic in more potent and diverse ways. The Sorcery system have new spells that highlight the often dark nature of Sorcery, and some ritual spells that can increase the power of any Sorcerer willing to learn them. The old Sorcery system from Basic Magic is also expanded with new spells, as well as new sorcery skills that allow sorcerers even greater ability to fine tune their spells. You'll also find new miracles for Divine Magic, and a plethora of new spells for Spirit Magic.

    In addition to an expansion of the old systems Grimoir presents: Ritual Magic - a completely new system for using and casting Ritual Magic that is compatible with all Basic Roleplaying magic systems, and comes stocked with a large selection of rituals to suit any style of campaign, from the dark and gritty to epic high fantasy. To top it off, this tome also provides a cataolog of enchanted objects, from the petty to the most potent of artifacts, using the rules presented in Grimoir and Basic Magic. All are listed with costs of their creation, in case a truly ambitious ritualist wished to build their own.

    Grimoir has entered the last phase of playtesting. The author is Matthew Skipper, aka Tywyll.

    The Chronicles of Future EarthIt is the end of the Fifth Cycliad, the unimaginably far future of planet Earth. A world grown strange with time, where the stars are but a distant memory, and demons, sorcery and ancient technologies hold humankind in thrall. The Venerable Autocracy of Sakara, oldest and greatest of the Springtide Civilizations, is decaying from within. In its vast and crumbling cities strange races eke out lives unchanged for millennia, while ancient enemies gnaw at the edges of the world, ready to wreak a terrible revenge. In these dark days a cry goes out for heroes, to stand against the dying of the light and save the world from the sins of its past. Sorcerer, priest, warrior or prince, everyone knows the end of an age is at hand. Will you answer the call?

    The Chronicles of Future Earth is volume one of the new techno-fantasy setting for Chaosium’s Basic Roleplaying. It contains: an introduction to Urth, the world of the unimaginably far future, focussing on the vast and ancient city of Korudav; new races, cultures and occupations; new magic, artifacts, and religions; rules for demons and divine powers; a bestiary of the Urth’s more deadly denizens; and “The Worm Within”, an introductory scenario showcasing this unique and adventure-filled world.

    The author is Sarah Newton, aka Shaira. Art by Alberto Bontempi. Approximately 96 pages, expected to be released spring 2010 for regular distribution.

    NecromancyFrom the creator of Witchcraft, comes Necromancy, a death magic supplement for BRP. This monograph will cover the historical and spiritual Real World Necromancy, the Frankenstein-esque Gothic Necromancy and of course Fantasy Necromancy - the variation best known from numerous fantasy books, movies and RPGs. This supplement will add background, new spells and more undeads! It will also contain a system for Liches for BRP...

    The author is Byron Alexander.

    Operation UlyssesDeep within the Hadrion Galaxy lie The Gammadon Fields, scene of an apocalyptic space war fought millennia ago by two extinct species. The shattered remains of their colossal star craft still drift aimlessly. And their deadly atomic hyper mines still patrol the space lanes, seeking to destroy any craft traversing the galaxy. Only the bravest or most fool hardy captain would take this hazardous short cut through space. But two weeks ago, running far behind schedule, Captain Erad Arminoch ordered his Titan class star freighter, the Ulysses, to do just that. The Ulysses was hauling a huge consignment of litherium ore towards its final destination upon the moon of Nerus, when the Ulysses was mysteriously wrenched out of hyperspace by a hitherto unseen form of energy. Shortly after its initial distress call all communication between ISIS Corp. and the Ulysses was lost. Contacted by ISIS Corp., you have been asked to travel to the Gammadon Fields to secure the Ulysses, its crew and its priceless cargo of litherium ore.

    Operation Ulysses: Journey to the Gammadon Fields is a heroic level science fiction campaign taking place deep with in the Hadrion Galaxy. The author is Eric Webb, aka eric71.

    The Modern Equipment CatalogThe Modern Equipment Catalog Volume 2 is currently under development, and will deliver more tools to get the job done! The content this time stands at: Point and sticky things (knives, bows, crossbows), Less-than-lethal (OC, shock, impact, flash-bang), Explosives (grenades, C4 and the demo rules to use them), Medical (full range of medical gear and rules), Firearms accessories (sights, lights, lasers, suppressors, bolt ons) and more electronic goodies.

    Again, the authors will be Domenic de Bechi, aka Cyclic, and Rob Thomas.

    Ashes to Ashes
    Ashes to Ashes is a dark fantasy setting where wizards deliberately broke the world around a century Ago. The remnants of a mighty, high fantasy civilization litter the world, but civilization is no longer great. It's now a world of poverty, low magic and scarce resources, where people struggle to survive. This setting casts the players as mavericks in a fantasy world that is losing a war it does not even know that it is fighting. Hidden demons and their mortal minions—many of whom do not even know who their masters truly are—manipulate events from the shadows, experimenting with social control mechanisms to steer the human cattle in the direction that they want them to go. The adventurers' goal is to discover and stop them.

    Ashes to Ashes is a role-playing-heavy, philosophy-heavy, conflict-heavy type of game that would be best enjoyed by serious-minded folk. Ashes to Ashes must, if run correctly, continually force the players to face moral dilemmas. Two introductory scenarios have been included.

    By Jeff Moeller, aka neorxnawang. 180 pages. Published June 2008.

    The GreenStretching eastward from the windswept coastlines to the Skyshelf Mountains, lie the forest lands of Verduria—more commonly called The Green. Unknown to most of the known world and long thought to be legendary by the rest. Verduria is slowly becoming a fabled destination for those seeking the bounty of its resources, the adventure of its giant beasts and unholy creatures, and the secrets of its ancient magic. It is a land beautiful and harsh, populated with fierce tribesmen and intrepid explorers, forgotten races and creatures of myth.

    To enter the Green is to enter a land strange and foreboding. To newcomers it appears to be a landscape made for giants or towering gods, for the trees rise hundreds of feet in the air and spread a lofty maze of branches easily large enough for man to traverse. The dense leafy canopy allows only broken shafts of sunlight into the dim interior. Far below, the land is dark and wet, with mist curling among pillars of giant roots, and creatures moving in the shadows of swamps and vine-choked channels. The rivers that pass through Verduria are the arteries of the land, stretching from their reedy, mangrove-choked deltas to the mountain gorges of their source. This book explores this world, providing details on its inhabitants, magic, and history.

    By Scott Heiney, aka Puck. 144 pages. Published December 2009.

    BRP WitchcraftThe village wise-woman creating herbal mixtures to cure her neighbours of the latest plague to curse their homes, the crone who disguises herself as a beautiful young woman to entice men to their doom, the travelling warlock who trades in potions and talismans which may or may not be truly magical. These are all examples of witches; men and women for whom witchcraft is an art and a profession.

    Within BRP Witchcraft you will find new spells common to witches, rules for brewing magic potions and rules for creating talismans — a new kind of one-shot magic item in which the witch invests a portion of their soul for a short time. There are also descriptions of various witches’ organisations, and optional allegiance rules for flavouring magic ‘black’ or ‘white’.

    By Byron Alexander. 76 pages. Published December 2009.

    Berlin 61
    Berlin 61 is an espionage horror setting explores the darker side of post war europe, where magic and demons are worshipped by cults and sorcerers, and good men and women draw the line between good and evil. Includes information on life in the city during the cold war, key locations, and special organizations. Battle spies, assassins, cultists and the Dark Herald Kototh. There will be a section for spy games, super hero games and horror games, but the main focus overall will be horror.

    By Christopher Barnhart, aka PK Games. 130 pages. Published July 2008.

    Classic FantasyClassic Fantasy is a return to the dawn of roleplaying, when you would gather with your friends in your parent’s basement, bashing down doors, slaying hordes of orcs and goblins, and throwing yet another +1 sword in your bag of holding. In these early days of roleplaying, what eight giants are doing in a 10’x10’ room was less important than what their treasure rating was, and rescuing the beautiful princess isn’t something you did because it was morally right, but because of the 1000 gold piece reward. And finally, the adventures that didn’t have to be anymore detailed then “some giants are raiding the border settlements let’s kill em”, are the adventures you and your group still talk about to this day. So, rip open the Cheetos and pass out the Mountain Dew. It’s time to play some Classic Fantasy!

    By Rodney Leary, aka threedeesix. 196 pages. Published October 2009.

    The Modern Equipment CatalogThe Modern Equipment Catalog gives you all the best military, police and survival equipment along with all the tools you need to get the job done. If the professionals demand it, you’ll find it here! Inside are nearly a thousand items of equipment, comprising an unparalleled selection of the finest gear available. It contains chapters on tactical gear, survival and outdoors gear, communications, electronics and IT, tools and technical equipment, sea, air and land gear. Alongside detailed descriptions and numerous photographs you’ll also find guidance and Basic Roleplaying rules suggestions for including items in your game.

    By Domenic de Bechi, aka Cyclic, and Rob Thomas. 220 pages. Published December 2009.

    Veni, Vidi, ViciVeni, Vidi, Vici is a supplement for Rome: Life and Death of the Republic. It contains four scenarios that transport you to the first century B.C., the time of Julius Caesar. Run as a mini campaign, or used as single adventures, these scenarios offer exciting and deadly experiences - including riots, battles and the inevitable skulduggery of Republican Rome!

    The Ransom and The Promise feature the plague of piracy in the Mediterranean, with the frequent taking of hostages and the necessity to reassert the supremacy of Rome over the seagoing scum. In The Sacrilege the players will face an obscure intrigue and ethical dilemmas in a mystery adventure. The Invasion takes our adventurers to the most daring of Caesar's military adventures: The invasion of Britain.

    By Ken Spencer, aka IndianaKen, Pete Nash and Conall Kavanagh. 36 pages. Published by Alephtar Games December 2009.

    Aces High
    Aces High is a mythical western supplement. It’s a different time, a time where violence is an everyday occurrence on the frontier of Civilization. A time of six gun shoot outs, red skins on the war path, dying cowboys under a desert sun. A time where the people drag a living from the land of dreams. Violence is an everyday occurrence on the frontier of Civilization. Dust swirls around a crimson sun, reminding every one of their possible success, telling them of their mortality.

    Prospectors are raping the hills for precious metals; dumping their waste in the fresh, clear rivers. Buffalo hunters slaughter vast herds of buffalo for their valuable pelts, leaving a wake of rotting carcasses, a mountain of bone and skulls. The Law can barely cope, as lynch mobs leave cadavers hanging from the trees. The Redskins fight for their very existence, caught between death and degradation. The old powers cannot compete with the new power from the East.

    By Stuart Godbolt, aka MrJealousy. 112 pages. Published March 2009.

    Rome 


    Rome
    Rome is a historical campaign setting covering the period from Rome's beginning in 753 BC to the end of the Republic in 27ish BC. The setting is full of exciting possibilities due to its early mythology, and the later political chaos.

    The book contain rules for character generation, information about the society, culture, mythology and religion, magic rules, info about the city of Rome, the games, the legions and a historical timeline, in addition to several dozen scenario plot seeds. Throughout the entire manuscript are inserted dozen of quotes from Republican authors which illuminate Roman life of that era in the voices of those alive at the time.

    By Pete Nash. 220 pages. Published by Alephtar Games June 2009.

    Basic Gamemaster
    Basic Gamemaster provides wisdom and advice on running Basic Roleplaying games. There are five main sections: the first discusses the duties of the gamemaster in devising and presenting roleplaying adventures. The second covers scenario-construction aids for the gamemaster including encounter tables, languages, treasures, and danger-classes. The third treats the social organization postulated in the Basic Roleplaying rules, particularly as they affect adventurer occupations, income, magic and so forth. The fourth explores ships and the sea; supplementary rules to use in your game. Finally, a ready-to-play scenario is presented, intended to be used with the average beginning adventurer group.

    By Greg Stafford, Charlie Krank, Ken Rolston, Sandy Petersen & Steve Perrin. 48 pages. Published May 2009.

    (Note: Basic Magic is basically a reprint of the gamemaster chapter from RuneQuest 3)

    Basic Magic
    Basic Magic presents the four core Chaosium magic systems developed for use with the Basic Roleplaying Players Book. Here is Spirit Magic, derived from your ancestors and the spirits of old; Divine Magic, come from the gods; Sorcery, developed from within; and Ceremony, made powerful through ritual and chant.

    By Greg Stafford, Charlie Krank & Raymond Turney, aka raymond_turney. 68 pages. Published May 2009.

    (Note: Basic Magic is basically a reprint of the magic chapter from RuneQuest 3)

    Fractured HopesThe setting is our world, some distance in the future. Humanity was caught in a war between an unbending machine race of our own creation, and a species of alien that used biotechnology and genetic manipulation as their chief weapons of war. People were used as conscripts by both sides. Many of these conscripts survived the cataclysmic Final Weapon, which broke the world into Fragments, which are isolated from each other to the point that each has its own micro-climate.

    While Fractured Hopes was written with larger-than-life heroics in mind, it can support a variety of play-styles, due to BRP's flexible nature. You can do gritty stories of survival in a devastated world, to cosmic duels with vast alien intelligences, and everything in between. There is an introductory scenario that does character creation for a group as an adventure in and of itself rather than a step that occurs before play. Characters come out of the adventure with a ship to sail between the remnants of the world, an enemy, and a reason to stick together.

    By Charles Green. 120 pages. Published October 2009.

    The River TerrorThe River Terror contains the winning entries from the 2009 Chaosium BRP Adventure Contest, the second of its kind. Explore mythic Australia, battle for lost New Caledonia, assist Boston police in a kidnapping, and make a strategic strike against the Nazi Occult Bureau in the 1930s! These and other adventures take place in different times and places, for Basic Roleplaying and the Basic Roleplaying Quickstart rules.

    By many authors. 168 pages total. Published October 2009.

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